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[Let's Read] Spheres of Power & Might for 5e
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<blockquote data-quote="Libertad" data-source="post: 8368784" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/ZTutYyI.jpg?1" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Noctis Lucis Caelum</strong></p><p>Medium Human (Variant)</p><p>Armiger 12; Antiquarian</p><p></p><p></p><p><strong>Armor Class</strong> 16</p><p><strong>Hit Points</strong> 100 (12d10+24)</p><p><strong>Speed</strong> 30 ft., teleport 30 ft. (90 feet if Augmented 1 SP)</p><p></p><p>STR 16 DEX 10 CON 14 INT 10 WIS 10 CHA 16 (27 point buy; +1 STR, +1 CHA Variant Human, +1 CHA Extra Magic Talent, +1 CON Resilient)</p><p></p><p><strong>Saving Throws</strong> Charisma +7, Constitution +6, Dexterity +4; Intelligence +4 or Wisdom +4 via Faith in Steel</p><p><strong>Skills</strong> Acrobatics +4, Athletics +7, History +4, Persuasion +7, Survival +4 (Variant Human)</p><p><strong>Tools</strong> Pinball (Gaming Set), +1 Artisan’s Tools</p><p><strong>Senses</strong> passive Perception 10</p><p><strong>Languages</strong> Common plus 1 other</p><p></p><p><strong>Background:</strong> Noble</p><p></p><p><strong>Feats:</strong> Combat Training, Extra Magic Talent, Magical Expertise, Resilient (Constitution)</p><p></p><p><strong>Casting Tradition: Magic of the Lucii</strong></p><p><strong>Key Ability Modifier:</strong> Charisma</p><p><strong>Bonus Magic Talents:</strong> Destruction, Warp</p><p><strong>Boons:</strong> ; <strong>Drawbacks:</strong> Focus Casting, Magical Signs, Prepared Caster; <strong>Variants:</strong> Personal Warp (Warp)</p><p><strong>Sphere DC</strong> 15; <strong>Spell Points</strong> 12</p><p><strong>Destruction</strong> - Explosive Orb (blast shape), Extra Blast Type (Ice, Lightning, Scorching) Fire (blast type), Teleporting (blast type)</p><p><strong>Warp</strong> - Distant Teleport (teleport), Emergency Teleport (teleport), Extradimensional Storage (space), Quick Teleport (teleport)</p><p></p><p><strong>Martial Tradition: Knightly Arts</strong></p><p><strong>Key Ability Modifier:</strong> Charisma</p><p><strong>Bonus Martial Talents:</strong> Athletics, Equipment (Armor Training, Knightly Training), Fencing</p><p><strong>Sphere DC</strong> 15</p><p><strong>Athletics</strong> - Air Stunt, Scale Foe, Wall Stunt, Whirlwind Leap</p><p><strong>Berserker</strong> - Juggernaut (adrenaline), Sever</p><p><strong>Equipment</strong> - Armor Training (discipline), Knightly Training (discipline), Modern Voyager (discipline)</p><p><strong>Fencing</strong> - Parry & Riposte, Repositioning Strike (exploit)</p><p></p><p><strong>Customized Weapons</strong></p><p>Daggers: Dual-Wielding sphere, Equipment (Throwing Mastery)</p><p>Greatsword: Berserker (Heavy Swing), Fencing (Ankle Strike)</p><p>Lance: Equipment (Polearm Guard), Fencing (Lunge)</p><p>Longsword: Athletics (Dizzying Tumble), Fencing (Arm Strike)</p><p></p><p>The above are the 4 weapons Noctis typically has customized. Alternatively, there are 2 more weapon types he may have access to:</p><p></p><p>Firearms: Barrage sphere (Hammer Shots)</p><p>Cerberus (Sniper Rifle): Sniper sphere (Perfect Shot)</p><p><a href="https://www.youtube.com/watch?v=Y_oMQUZHvZk" target="_blank">Armiger Chain</a> (Magical): Destruction (Extra Blast Type [Kinetic, Physical, Radiant], Sculpt [blast shape])</p><p></p><p><strong>Special Abilities</strong></p><p></p><p><strong>Customized Weapon:</strong> Can make 4 weapons per long rest customized, each one grants 2 bonus talents pre-selected at time of customization to be used as one as it’s wielded.</p><p></p><p><strong>Destructive Blast Rider Effects:</strong> fire damage, set on fire on failed DEX save, take 3d8 fire damage per round, Augment 1 SP are frightened until extinguished (fire); fire damage, deal 4 additional damage that bypasses resistance/immunity and isn’t affected by vulnerability, Augment 1 SP to inflict 1 non-stacking level of exhaustion on failed CON save (scorching); cold damage, reduce movement by 10 feet for 1 minute, Augment 1 SP to encase in ice and restrained for 4 rounds, STR save or 36 damage to AC 10 ice frees target (ice); lightning damage, advantage on attack rolls or disadvantage on target’s save if wearing metal armor, Augment 1 SP to stun until start of next turn on failed CON save (lightning), force damage, teleported 5 feet in direction of choosing on failed WIS save, Augment up to 20 feet (teleporting)</p><p></p><p><strong>Extra Attack:</strong> May attack twice instead of once when using the Attack action.</p><p></p><p><strong>Faith in Steel:</strong> Gain proficiency in a mental saving throw of choice when wielding customized weapon with at least one magic talent.</p><p></p><p><strong>Juggernaut (adrenaline):</strong> Suffer -2 AC until end of next turn to be immune to difficult terrain and nothing can reduce movement speed.</p><p></p><p><strong>Quick Draw:</strong> Can stow and re-equip weapons when using an Action with the weapons.</p><p></p><p><strong>Quick Teleport (Augment 1 SP):</strong> can teleport in place of normal movement.</p><p></p><p><strong>Rapid Assault:</strong> Expend martial focus after using Attack action to make up to 2 additional attacks, each targeting a different creature.</p><p></p><p><strong>Repositioning Strike (exploit):</strong> If feinted a target (melee attack w/ advantage) can move target 5 feet to different space within reach.</p><p></p><p><strong>Sever:</strong> When crit with melee weapon can expend martial focus. Limb is severed on failed CON save, take 1d6 necrotic damage each round until healed. Severed limbs can halve movement, remove attacks and abilities, or become prone and reduce movement to 5 feet depending on what kind of or how many limbs are severed.</p><p></p><p><strong>Teleport:</strong> Teleport self + carrying capacity to any place within 30 feet and line of sight. Augment 1 SP to extend reach to 90 feet.</p><p></p><p><strong>Variable Customization:</strong> Can change 1 talent granted by a customized weapon during a short rest.</p><p></p><p><strong>Whirlwind Flip:</strong> Regain martial focus when succeeding on tumbling through hostile creature’s space.</p><p></p><p><strong>Wall Stunt:</strong> Can run up air, creatures, & walls as if they were flat ground albeit treated as difficult terrain.</p><p></p><p><strong>Actions</strong></p><p></p><p><strong>Customized Weapons:</strong> +7 to +9 to hit, range 5 ft., 1 creature or object. Hit: 8 (1d8+5 or 1d12+1) longsword or lance, 7 (1d4+5) dagger, 11 (2d6+4) greatsword.</p><p></p><p><strong>Cerberus:</strong> +4 to hit, range 80/240 ft., 1 creature or object. Hit: 11 (2d10) piercing damage.</p><p></p><p><strong>Destructive Blast:</strong> range 30 feet, 5 foot cube, DEX save. Hit: 14( 3d8) damage of variable type. Can Augment to make as a tiny globe that can be thrown. Augment 1 SP to have globe last for 8 hours instead of 1 minute, or make AoE 20 foot sphere.</p><p></p><p><strong>Extradimensional Storage:</strong> Permanent extradimensional space holds 120 pounds of non-living material, and can create a portal to it within arm’s reach. Augment 1 SP to create a portal without an action.</p><p></p><p><strong>Feint:</strong> Can choose to use Help action on self. Next attack roll before end of next turn will have advantage.</p><p></p><p><strong>Bonus Actions</strong></p><p></p><p><strong>Quick Teleport (Augment 1 SP):</strong> Teleport self + carrying capacity to any place within 30 feet and line of sight. Augment 1 SP to extend reach to 90 feet or teleport in place of movement for that round instead of as an action.</p><p></p><p><strong>Scale Foe:</strong> Can make Acrobatics or Athletics check to climb into a bigger creature; creature has disadvantage on attacks made against climber.</p><p></p><p><strong>Reactions</strong></p><p></p><p>Destructive Blast (Globe, Augment 1 SP): range 20/60 feet, 5 foot cube, DEX save. Hit: 14( 3d8) damage of variable type. Is triggered to explode if within 30 feet. Augment 1 SP to have globe last for 8 hours instead of 1 minute, or make AoE 20 foot sphere.</p><p></p><p><strong>Emergency Teleport:</strong> Teleport self + carrying capacity 10 feet to any space. If used to avoid attack or AoE impose disadvantage and gain advantage on save respectively (take no damage instead of half if successful save).</p><p></p><p><strong>Parry & Riposte:</strong> Expend martial focus to make melee damage roll, subtract from result of attacker’s damage. May attack and add (exploit) talent if final result is 0 or less.</p><p></p><p><strong>Equipment</strong></p><p></p><p>+2 Leather Jacket (as breastplate), Engine Blade (+2 longsword), +1 greatsword, +1 lance, pair of +2 daggers, Cerberus (hunting rifle), Regalia (automobile)</p><p></p><p><strong>Conversion Details:</strong> <a href="https://forum.rpg.net/index.php?threads/pathfinder-i-converted-noctis-from-final-fantasy-xv-using-spheres-of-power-might.832000/" target="_blank">I based this build off of one I did for the Pathfinder version of the Spheres system.</a> Fortunately I was able to do a faithful conversion both to that one and to Final Fantasy XV’s Noctis. I didn’t have to multiclass in this one on account of the Armiger class in the 5th Edition version of Spheres of Might having a subclass which grants it a casting tradition. I will note that while Noctis can at-will teleport, he cannot so easily cover long distances as seen in some moments during the video game without the use of Spell Points. As this is an ability that only really sees use in combat (teleportation when simply traveling is short-range and horizontal), this isn’t too bad. The Destruction sphere represents his use of Elemancy, magic which manifests as explosive items he can give to others, which the Explosive Orb’s globe creation ability emulates perfectly. Extradimensional Storage represents Noctis’ ability to pull weapons (and sometimes other objects) out of thin air.</p><p></p><p>Noctis is highly mobile both through the Athletics sphere and the Warp sphere. Even when he’s not using the latter he can still move through the air for a short distance before he has to fall. I chose not to give him outright flight as Noctis <em>can</em> fall and the only time he possesses such an ability is during a limited “power up” status, so the Athletics sphere’s Air Stunt talent combined with Scale Foe when fighting giant creatures (of which there’s a lot of in FFXV) can help him from falling too badly after teleporting high up in the air. When combined with Berserker’s Juggernaut talent, Noctis can move at his normal speed from climbing and moving through midair rather than treating it as difficult terrain. The Fencing sphere’s Parry & Riposte does a good job at reflecting his ability to well... parry enemy attacks in melee. And just like in the games the Armiger class lets him rapidly change weapons in the middle of an attack chain, and each weapon is further customized to grant access to unique talents. Noctis can even emulate the “Armiger Unleashed” special moves from the game where he summons spectral weapons to attack his foes. He does this via preparing a Customized Weapon granting access to the Destruction sphere’s Extra Blast Type and Sculpt (blast shape) talents. Finally, the Berserker’s Sever talent and the body-part striking Fencing talents granted via his Customized Weapons simulate the video game’s ability to strike and even sever limbs of monsters to reduce their fighting prowess.</p><p></p><p>But beyond all this, Noctis is incredibly versatile. He can change out the talents in his Customized Weapons during short and long rests (the former just 1 talent), and even what weapons are Customized during a long rest.</p><p></p><p style="text-align: center"><strong>Talent Progression by Level</strong></p><p>Level 1: Athletics (Whirlwind Leap, +1 talent from skill training), Equipment (Armor Training, Knightly Training), Fencing (Parry & Riposte, Repositioning Strike, +2 talents from feat)</p><p>Level 2: Athletics (Wall Stunt)</p><p>Level 3: Destruction (Explosive Orb [blast shape], Fire [blast type], Teleporting [blast type], +1 bonus talent from Warp Sphere), Warp (Emergency Teleport, +1 bonus talent from variant)</p><p>Level 4: Athletics (Scale Foe), Warp (Distant Teleport, +1 bonus talent from feat)</p><p>Level 5: None</p><p>Level 6: Athletics (Air Stunt)</p><p>Level 7: Extra Blast Type (Ice, Lightning, Scorching)</p><p>Level 8: Equipment (Modern Voyager), Warp (Extradimensional Storage, Quick Teleport, +2 bonus talents from Magical Training)</p><p>Level 9: None</p><p>Level 10: Berserker (Juggernaut)</p><p>Level 11: None</p><p>Level 12: Berserker (Sever)</p></blockquote><p></p>
[QUOTE="Libertad, post: 8368784, member: 6750502"] [center][img]https://i.imgur.com/ZTutYyI.jpg?1[/img][/center] [b]Noctis Lucis Caelum[/b] Medium Human (Variant) Armiger 12; Antiquarian [b]Armor Class[/b] 16 [b]Hit Points[/b] 100 (12d10+24) [b]Speed[/b] 30 ft., teleport 30 ft. (90 feet if Augmented 1 SP) STR 16 DEX 10 CON 14 INT 10 WIS 10 CHA 16 (27 point buy; +1 STR, +1 CHA Variant Human, +1 CHA Extra Magic Talent, +1 CON Resilient) [b]Saving Throws[/b] Charisma +7, Constitution +6, Dexterity +4; Intelligence +4 or Wisdom +4 via Faith in Steel [b]Skills[/b] Acrobatics +4, Athletics +7, History +4, Persuasion +7, Survival +4 (Variant Human) [b]Tools[/b] Pinball (Gaming Set), +1 Artisan’s Tools [b]Senses[/b] passive Perception 10 [b]Languages[/b] Common plus 1 other [b]Background:[/b] Noble [b]Feats:[/b] Combat Training, Extra Magic Talent, Magical Expertise, Resilient (Constitution) [b]Casting Tradition: Magic of the Lucii[/b] [b]Key Ability Modifier:[/b] Charisma [b]Bonus Magic Talents:[/b] Destruction, Warp [b]Boons:[/b] ; [b]Drawbacks:[/b] Focus Casting, Magical Signs, Prepared Caster; [b]Variants:[/b] Personal Warp (Warp) [b]Sphere DC[/b] 15; [b]Spell Points[/b] 12 [b]Destruction[/b] - Explosive Orb (blast shape), Extra Blast Type (Ice, Lightning, Scorching) Fire (blast type), Teleporting (blast type) [b]Warp[/b] - Distant Teleport (teleport), Emergency Teleport (teleport), Extradimensional Storage (space), Quick Teleport (teleport) [b]Martial Tradition: Knightly Arts[/b] [b]Key Ability Modifier:[/b] Charisma [b]Bonus Martial Talents:[/b] Athletics, Equipment (Armor Training, Knightly Training), Fencing [b]Sphere DC[/b] 15 [b]Athletics[/b] - Air Stunt, Scale Foe, Wall Stunt, Whirlwind Leap [b]Berserker[/b] - Juggernaut (adrenaline), Sever [b]Equipment[/b] - Armor Training (discipline), Knightly Training (discipline), Modern Voyager (discipline) [b]Fencing[/b] - Parry & Riposte, Repositioning Strike (exploit) [b]Customized Weapons[/b] Daggers: Dual-Wielding sphere, Equipment (Throwing Mastery) Greatsword: Berserker (Heavy Swing), Fencing (Ankle Strike) Lance: Equipment (Polearm Guard), Fencing (Lunge) Longsword: Athletics (Dizzying Tumble), Fencing (Arm Strike) The above are the 4 weapons Noctis typically has customized. Alternatively, there are 2 more weapon types he may have access to: Firearms: Barrage sphere (Hammer Shots) Cerberus (Sniper Rifle): Sniper sphere (Perfect Shot) [url=https://www.youtube.com/watch?v=Y_oMQUZHvZk]Armiger Chain[/url] (Magical): Destruction (Extra Blast Type [Kinetic, Physical, Radiant], Sculpt [blast shape]) [b]Special Abilities[/b] [b]Customized Weapon:[/b] Can make 4 weapons per long rest customized, each one grants 2 bonus talents pre-selected at time of customization to be used as one as it’s wielded. [b]Destructive Blast Rider Effects:[/b] fire damage, set on fire on failed DEX save, take 3d8 fire damage per round, Augment 1 SP are frightened until extinguished (fire); fire damage, deal 4 additional damage that bypasses resistance/immunity and isn’t affected by vulnerability, Augment 1 SP to inflict 1 non-stacking level of exhaustion on failed CON save (scorching); cold damage, reduce movement by 10 feet for 1 minute, Augment 1 SP to encase in ice and restrained for 4 rounds, STR save or 36 damage to AC 10 ice frees target (ice); lightning damage, advantage on attack rolls or disadvantage on target’s save if wearing metal armor, Augment 1 SP to stun until start of next turn on failed CON save (lightning), force damage, teleported 5 feet in direction of choosing on failed WIS save, Augment up to 20 feet (teleporting) [b]Extra Attack:[/b] May attack twice instead of once when using the Attack action. [b]Faith in Steel:[/b] Gain proficiency in a mental saving throw of choice when wielding customized weapon with at least one magic talent. [b]Juggernaut (adrenaline):[/b] Suffer -2 AC until end of next turn to be immune to difficult terrain and nothing can reduce movement speed. [b]Quick Draw:[/b] Can stow and re-equip weapons when using an Action with the weapons. [b]Quick Teleport (Augment 1 SP):[/b] can teleport in place of normal movement. [b]Rapid Assault:[/b] Expend martial focus after using Attack action to make up to 2 additional attacks, each targeting a different creature. [b]Repositioning Strike (exploit):[/b] If feinted a target (melee attack w/ advantage) can move target 5 feet to different space within reach. [b]Sever:[/b] When crit with melee weapon can expend martial focus. Limb is severed on failed CON save, take 1d6 necrotic damage each round until healed. Severed limbs can halve movement, remove attacks and abilities, or become prone and reduce movement to 5 feet depending on what kind of or how many limbs are severed. [b]Teleport:[/b] Teleport self + carrying capacity to any place within 30 feet and line of sight. Augment 1 SP to extend reach to 90 feet. [b]Variable Customization:[/b] Can change 1 talent granted by a customized weapon during a short rest. [b]Whirlwind Flip:[/b] Regain martial focus when succeeding on tumbling through hostile creature’s space. [b]Wall Stunt:[/b] Can run up air, creatures, & walls as if they were flat ground albeit treated as difficult terrain. [b]Actions[/b] [b]Customized Weapons:[/b] +7 to +9 to hit, range 5 ft., 1 creature or object. Hit: 8 (1d8+5 or 1d12+1) longsword or lance, 7 (1d4+5) dagger, 11 (2d6+4) greatsword. [b]Cerberus:[/b] +4 to hit, range 80/240 ft., 1 creature or object. Hit: 11 (2d10) piercing damage. [b]Destructive Blast:[/b] range 30 feet, 5 foot cube, DEX save. Hit: 14( 3d8) damage of variable type. Can Augment to make as a tiny globe that can be thrown. Augment 1 SP to have globe last for 8 hours instead of 1 minute, or make AoE 20 foot sphere. [b]Extradimensional Storage:[/b] Permanent extradimensional space holds 120 pounds of non-living material, and can create a portal to it within arm’s reach. Augment 1 SP to create a portal without an action. [b]Feint:[/b] Can choose to use Help action on self. Next attack roll before end of next turn will have advantage. [b]Bonus Actions[/b] [b]Quick Teleport (Augment 1 SP):[/b] Teleport self + carrying capacity to any place within 30 feet and line of sight. Augment 1 SP to extend reach to 90 feet or teleport in place of movement for that round instead of as an action. [b]Scale Foe:[/b] Can make Acrobatics or Athletics check to climb into a bigger creature; creature has disadvantage on attacks made against climber. [b]Reactions[/b] Destructive Blast (Globe, Augment 1 SP): range 20/60 feet, 5 foot cube, DEX save. Hit: 14( 3d8) damage of variable type. Is triggered to explode if within 30 feet. Augment 1 SP to have globe last for 8 hours instead of 1 minute, or make AoE 20 foot sphere. [b]Emergency Teleport:[/b] Teleport self + carrying capacity 10 feet to any space. If used to avoid attack or AoE impose disadvantage and gain advantage on save respectively (take no damage instead of half if successful save). [b]Parry & Riposte:[/b] Expend martial focus to make melee damage roll, subtract from result of attacker’s damage. May attack and add (exploit) talent if final result is 0 or less. [b]Equipment[/b] +2 Leather Jacket (as breastplate), Engine Blade (+2 longsword), +1 greatsword, +1 lance, pair of +2 daggers, Cerberus (hunting rifle), Regalia (automobile) [b]Conversion Details:[/b] [url=https://forum.rpg.net/index.php?threads/pathfinder-i-converted-noctis-from-final-fantasy-xv-using-spheres-of-power-might.832000/]I based this build off of one I did for the Pathfinder version of the Spheres system.[/url] Fortunately I was able to do a faithful conversion both to that one and to Final Fantasy XV’s Noctis. I didn’t have to multiclass in this one on account of the Armiger class in the 5th Edition version of Spheres of Might having a subclass which grants it a casting tradition. I will note that while Noctis can at-will teleport, he cannot so easily cover long distances as seen in some moments during the video game without the use of Spell Points. As this is an ability that only really sees use in combat (teleportation when simply traveling is short-range and horizontal), this isn’t too bad. The Destruction sphere represents his use of Elemancy, magic which manifests as explosive items he can give to others, which the Explosive Orb’s globe creation ability emulates perfectly. Extradimensional Storage represents Noctis’ ability to pull weapons (and sometimes other objects) out of thin air. Noctis is highly mobile both through the Athletics sphere and the Warp sphere. Even when he’s not using the latter he can still move through the air for a short distance before he has to fall. I chose not to give him outright flight as Noctis [i]can[/i] fall and the only time he possesses such an ability is during a limited “power up” status, so the Athletics sphere’s Air Stunt talent combined with Scale Foe when fighting giant creatures (of which there’s a lot of in FFXV) can help him from falling too badly after teleporting high up in the air. When combined with Berserker’s Juggernaut talent, Noctis can move at his normal speed from climbing and moving through midair rather than treating it as difficult terrain. The Fencing sphere’s Parry & Riposte does a good job at reflecting his ability to well... parry enemy attacks in melee. And just like in the games the Armiger class lets him rapidly change weapons in the middle of an attack chain, and each weapon is further customized to grant access to unique talents. Noctis can even emulate the “Armiger Unleashed” special moves from the game where he summons spectral weapons to attack his foes. He does this via preparing a Customized Weapon granting access to the Destruction sphere’s Extra Blast Type and Sculpt (blast shape) talents. Finally, the Berserker’s Sever talent and the body-part striking Fencing talents granted via his Customized Weapons simulate the video game’s ability to strike and even sever limbs of monsters to reduce their fighting prowess. But beyond all this, Noctis is incredibly versatile. He can change out the talents in his Customized Weapons during short and long rests (the former just 1 talent), and even what weapons are Customized during a long rest. [center][b]Talent Progression by Level[/b][/center] Level 1: Athletics (Whirlwind Leap, +1 talent from skill training), Equipment (Armor Training, Knightly Training), Fencing (Parry & Riposte, Repositioning Strike, +2 talents from feat) Level 2: Athletics (Wall Stunt) Level 3: Destruction (Explosive Orb [blast shape], Fire [blast type], Teleporting [blast type], +1 bonus talent from Warp Sphere), Warp (Emergency Teleport, +1 bonus talent from variant) Level 4: Athletics (Scale Foe), Warp (Distant Teleport, +1 bonus talent from feat) Level 5: None Level 6: Athletics (Air Stunt) Level 7: Extra Blast Type (Ice, Lightning, Scorching) Level 8: Equipment (Modern Voyager), Warp (Extradimensional Storage, Quick Teleport, +2 bonus talents from Magical Training) Level 9: None Level 10: Berserker (Juggernaut) Level 11: None Level 12: Berserker (Sever) [/QUOTE]
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[Let's Read] Spheres of Power & Might for 5e
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